Ah well what can I say, the atmosphere got me. I think I am disappointed in myself for not realizing it, though LDR should take this as a compliment. He did such a good job restructuring the textures, it made me think it was something completely new.

Not bad man, didn't even realize it was a tattoinne re skin till I saw the last pick.

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Originally Posted by TWINKEYRUNAWAY

Ah well what can I say, the atmosphere got me. I think I am disappointed in myself for not realizing it, though LDR should take this as a compliment. He did such a good job restructuring the textures, it made me think it was something completely new.

You are far too kind, but thank you. It makes my ego glow happily.

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Originally Posted by Christos K

If I might add a suggestion, including a reskin of the skybox would fit nicely I think.

The skybox looks very low resolution compared to what you did with the module.

Well, it is the same Korriban skybox used in the vanilla modules. I already got a man working on the skybox as we speak.

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Originally Posted by CptPriceless

I feel a sudden nostalgia for BOS after seeing those screenies. >.< Nice job.

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Originally Posted by bendarby24

^same thoughts

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Originally Posted by Kyr'am Galaar

^Thirded.

It was the only module that would really worked in the mod, I swear.

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Originally Posted by Kyr'am Galaar

Clearly you have not played KotOR anywhere near the amount of times most of us have. For example, I've played it so many times I've just about memorized the dialogue!

TWINKEYRUNAWAY, I am disappoint.

Give the guy a break, will ya? I need all of this Godly Worship! Stop jinxing me!

Anyways, rest assured I'm going to be working very hard on my mods before school starts. I just got back from Vegas yesterday, and I still need to catch my breath.

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That would seem possible, I mean SithSpecter's Jedi Temple was massive and didn't lag so I wouldn't see much lag involved with a Kashyyyk-to-Yavin overhaul. However, the hard part still remains as modeling/editing the existing area and getting it back in game.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

The game lagging would not be caused by the size of the object, but rather by the polygon/face count on it. For instance, if everybody in your party was toting around 100,000+ face lightsabers in both hands, the game would probably lag. However, if you have a behemoth 120 face temple, the game will certainly not lag.

Thanks to logan for giving me the basics on alpha channels! Oh, and I changed the grass.

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It's far from perfect, but it's a start. I still have to find a way to brighten up the module, get rid of those lights in the sky, get rid of the vines (imperative), get rid of the fog on the ground, and there are some collision issues (thankfully most of them are going to be area transitions). And then I have to figure out what the skybox is (after all, Master Zionosis and MotOR were able to change the skybox in the Upper Shadowlands module of their Yavin IV mod).

Oh, and you guys are just going to love this.

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I'd like to thank Sithspecter for helping me out with waypoints. While I'm on the subject of thanking, I'd also like to thank Quanon for letting me use his Yavin modules (if I could ever turn them into modules anyways).

I fixed the collision issue - as you can clearly see in the first screen. I'll probably turn it into an area transition of the Quanon module that leads you to the tombs and whatnot.

Does anyone happen to know how to give characters animations? (a guy typing into a computer, for example).

Oh, and the vines are gone.

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Nope, I don't know which models go to which module. Or which textures go to Yavin.

I can't even open the files in gmax.

Ah... yes, well the models are 3Ds Max files.
Mmm; let me have a peek at those, they are rather old models.
I couldn't remember if they were ready for use.

EDIT: Good news! After some searching on my harddrive I found some more zips files about Yavin. With these it should all work in the game from the start. No messing about to create .mod files and such. I just need to install it myself first. Seems I did some updates on the models, though I'm not sure what to 'install' first I'm a messy modder x-D

Ah... yes, well the models are 3Ds Max files.
Mmm; let me have a peek at those, they are rather old models.
I couldn't remember if they were ready for use.

EDIT: Good news! After some searching on my harddrive I found some more zips files about Yavin. With these it should all work in the game from the start. No messing about to create .mod files and such. I just need to install it myself first. Seems I did some updates on the models, though I'm not sure what to 'install' first I'm a messy modder x-D

Heh, thanks. I spent a good hour sifting through rock textures until I found the ones that looked right.

Anyways, if any of you didn't know from Dak's WIPs, I found some of the old stuff for his Recruit Dak mod while going through old emails. So I've started it back up until he can get a real computer. I'm only populating the areas though - and doing the backstory for the Sith Battleship quest. I'm putting a lot of placeholders around because I don't have their files or custom items. Except for Blix. I'll leave the rest of the stuff to him - it IS his mod after all (I was only supposed to do the Republic station, haha.). So if I ever have any updates, I'll post them in his WIP thread.

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Sorry for the lack of updates; I joined the high school tennis team, so my schedule had been occupied for the past two months. And now that we made it to districts, everything is winding down. I could focus more on my mods now.

For Yavin, I finally got rid of the lights in the sky. Eventually, I'll figure out how to put a skybox in there.

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Here's some stuff for the Republic Station.

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And finally, I've been working on Korriban.

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Ehhh... close enough.

May the 4th be with you all!

The funniest thing about this sentence is that by the time you realize it doesn't say anything it's too late to stop reading it.